Forum Discussion
@Drizzt9922
What do you think would be an ideal XP system?
@EA_Blueberry from my perspective, rewards should be linked to manual inputs and diversified play calling. This should hold for every MUT mode (incl. Solo Battles, Solo Challenges, H2H and Weekend League). I'd really prefer if leaderboards would translate into "trophies" (i.e. achievements) to be shown in your own, unique trophy room (see my suggestion here) and would be less relevant for in-game rewards in terms of coins and packs.
On the other hand, if you play well and play more, that should translate into coins and packs. For instance, if you play the perfect game but play against an opponent who has a team slightly better than yours: Why should your rewards be minimised to a "loss" just because your opponent is slightly better? If you are unlucky and your AI controlled players make a mistake (or there is an unlucky animation or bug) and you lose just because of this one unlucky situation, why should you be punished if you did everything right?
I guess such an XP/rewards system has to grow when trying to balance it out, but I think a starting point might be the already implemented features like usered catches, ballcarrier moves etc. If you do it well, you get a bonus, if you do it wrong, you get a malus/minus (which should be much lower than the bonus to avoid that you get nothing at the end).
Trying to play well should be beneficial in every situation during a game. If you are down 0:24, for the remainder of the game you should get the most if you are still able to win the game, a bit less if you played very well but still lost. If you complete the game but are not good in what you are doing, you should still get more than just quitting the game. However, doing nothing (or just doing always the same, like a bot) should be worth (almost) nothing either.
If you do something well, your rewards should decrease the more often you do it. For instance, if you always do a possession catch on a drag route after throwing a bullet pass, it should be worth a lot the first time, a mediocre amount the second time, maybe still a little bit the third time but nothing more afterwards. In other words, doing things differently (as well as learning new things) should be rewarded!
Regarding the final score, you might receive a bonus for the point differential and the number of different plays. The more you vary your strategy, the more you should be rewarded. This would incentivize to think about your personal playbook / gameplan even more, no matter how sophisticated it is already.
One more thought: a bonus/malus-calculation might consider the OVR differential. If you play a against a stronger team, it should be more beneficial to do a usered catch, for instance, because you most likely will have a lower number of opportunities to do it successfully.
Summarising, I think that it should be incentivized to do well in every situation of the game (just chewing the clock for no reasonable reason or quitting a game should be made unattractive). Staying in a most likely lost game should still be beneficial. Doing always the same should be punished (in particular since this would make it difficult for bot users / cheaters).